SoroushVahidi/scidocs huggingface dataset:
Object-Extraction and Question-Parsing using CCG
(2004)

Accurate dependency recovery has recently been reported for a number of wide-coverage statistical parsers using Combinatory Categorial Grammar (CCG). However, overall figures give no indication of a parser’s performance on specific constructions, nor how suitable a parser is for specific applications. In this paper we give a detailed evaluation of a CCG parser on object extraction dependencies found in WSJ text. We also show how the parser can be used to parse questions for Question Answering. The accuracy of the original parser on questions is very poor, and we propose a novel technique for porting the parser to a new domain, by creating new labelled data at the lexical category level only. Using a supertagger to assign categories to words, trained on the new data, leads to a dramatic increase in question parsing accuracy.
Mining Sequential Patterns: Generalizations and Performance Improvements
(1996)

The problem of mining sequential patterns was recently introduced in [AS95]. We are given a database of sequences, where each sequence is a list of transactions ordered by transaction-time, and each transaction is a set of items. The problem is to discover all sequential patterns with a user-speci ed minimum support, where the support of a pattern is the number of data-sequences that contain the pattern. An example of a sequential pattern is \5% of customers bought `Foundation' and `Ringworld' in one transaction, followed by `Second Foundation' in a later transaction". We generalize the problem as follows. First, we add time constraints that specify a minimum and/or maximum time period between adjacent elements in a pattern. Second, we relax the restriction that the items in an element of a sequential pattern must come from the same transaction, instead allowing the items to be present in a set of transactions whose transaction-times are within a user-speci ed time window. Third, given a user-de ned taxonomy (is-a hierarchy) on items, we allow sequential patterns to include items across all levels of the taxonomy. We present GSP, a new algorithm that discovers these generalized sequential patterns. Empirical evaluation using synthetic and real-life data indicates that GSP is much faster than the AprioriAll algorithm presented in [AS95]. GSP scales linearly with the number of data-sequences, and has very good scale-up properties with respect to the average datasequence size. Also, Department of Computer Science, University of Wisconsin, Madison.
Continuous control with deep reinforcement learning
(2016)

We adapt the ideas underlying the success of Deep Q-Learning to the continuous action domain. We present an actor-critic, model-free algorithm based on the deterministic policy gradient that can operate over continuous action spaces. Using the same learning algorithm, network architecture and hyper-parameters, our algorithm robustly solves more than 20 simulated physics tasks, including classic problems such as cartpole swing-up, dexterous manipulation, legged locomotion and car driving. Our algorithm is able to find policies whose performance is competitive with those found by a planning algorithm with full access to the dynamics of the domain and its derivatives. We further demonstrate that for many of the tasks the algorithm can learn policies “end-to-end”: directly from raw pixel inputs.
MCMCTS PCG 4 SMB : Monte Carlo Tree Search to Guide Platformer Level Generation
(2015)

Markov chains are an enticing option for machine learned generation of platformer levels, but offer poor control for designers and are likely to produce unplayable levels. In this paper we present a method for guiding Markov chain generation using Monte Carlo Tree Search that we call Markov Chain Monte Carlo Tree Search (MCMCTS). We demonstrate an example use for this technique by creating levels trained on a corpus of levels from Super Mario Bros. We then present a player modeling study that was run with the hopes of using the data to better inform the generation of levels in future work.
Peak-End Effects on Player Experience in Casual Games
(2016)

The peak-end rule is a psychological heuristic observing that people's retrospective assessment of an experience is strongly influenced by the intensity of the peak and final moments of that experience. We examine how aspects of game player experience are influenced by peak-end manipulations to the sequence of events in games that are otherwise objectively identical. A first experiment examines players' retrospective assessments of two games (a pattern matching game based on Bejeweled and a point-and-click reaction game) when the sequence of difficulty is manipulated to induce positive, negative and neutral peak-end effects. A second experiment examines assessments of a shootout game in which the balance between challenge and skill is similarly manipulated. Results across the games show that recollection of challenge was strongly influenced by peak-end effects; however, results for fun, enjoyment, and preference to repeat were varied -- sometimes significantly in favour of the hypothesized effects, sometimes insignificant, but never against the hypothesis.
Efficient Spectral Feature Selection with Minimum Redundancy
(2010)

Spectral feature selection identifies relevant features by measuring their capability of preserving sample similarity. It provides a powerful framework for both supervised and unsupervised feature selection, and has been proven to be effective in many real-world applications. One common drawback associated with most existing spectral feature selection algorithms is that they evaluate features individually and cannot identify redundant features. Since redundant features can have significant adverse effect on learning performance, it is necessary to address this limitation for spectral feature selection. To this end, we propose a novel spectral feature selection algorithm to handle feature redundancy, adopting an embedded model. The algorithm is derived from a formulation based on a sparse multi-output regression with a L2;1-norm constraint. We conduct theoretical analysis on the properties of its optimal solutions, paving the way for designing an efficient path-following solver. Extensive experiments show that the proposed algorithm can do well in both selecting relevant features and removing redundancy.
Reduction of Fuzzy Rules and Membership Functions and Its Application to Fuzzy PI and PD Type Controllers
(2006)

Fuzzy controller’s design depends mainly on the rule base and membership functions over the controller’s input and output ranges. This paper presents two different approaches to deal with these design issues. A simple and efficient approach; namely, Fuzzy Subtractive Clustering is used to identify the rule base needed to realize Fuzzy PI and PD type controllers. This technique provides a mechanism to obtain the reduced rule set covering the whole input/output space as well as membership functions for each input variable. But it is found that some membership functions projected from different clusters have high degree of similarity. The number of membership functions of each input variable is then reduced using a similarity measure. In this paper, the fuzzy subtractive clustering approach is shown to reduce 49 rules to 8 rules and number of membership functions to 4 and 6 for input variables (error and change in error) maintaining almost the same level of performance. Simulation on a wide range of linear and nonlinear processes is carried out and results are compared with fuzzy PI and PD type controllers without clustering in terms of several performance measures such as peak overshoot, settling time, rise time, integral absolute error (IAE) and integral-of-time multiplied absolute error (ITAE) and in each case the proposed schemes shows an identical performance.
Removal of fixed impulse noise from digital images using Bezier curve based interpolation
(2015)

In this paper, we propose a Bezier curve based interpolation technique to eliminate the fixed impulse noise from digital images as well as maintaining the edges of the image. To eliminate the noise, we make the noisy image to pass through two steps, where in the first step we found out the pixels affected by the impulse noise, and in second step, edge protecting process is done using Bezier interpolation technique. Promising results were obtained for images having more than 80 percent of the image pixels are affected. Our proposed algorithm is producing better results in comparison to existing algorithms.
12 Artificial Intelligence for Space Applications
(2007)

The ambitious short-term and long-term goals set down by the various national space agencies call for radical advances in several of the main space engineering areas, the design of intelligent space agents certainly being one of them. In recent years, this has led to an increasing interest in artificial intelligence by the entire aerospace community. However, in the current state of the art, several open issues and showstoppers can be identified. In this chapter, we review applications of artificial intelligence in the field of space engineering and space technology and identify open research questions and challenges. In particular, the following topics are identified and discussed: distributed artificial intelligence, enhanced situation self-awareness, and decision support for spacecraft system design.
Knowledge , Strategy , and the Theory of the Firm Author ( s ) :
(2007)

JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact support@jstor.org.. Wiley-Blackwell and John Wiley & Sons are collaborating with JSTOR to digitize, preserve and extend access to Strategic Management Journal. This paper argues that firms have particular institutional capabilities that allow them to protect knowledge from expropriation and imitation more effectively than market contracting. I argue that it is these generalized institutional capabilities that allow firms to generate and protect the unique resources and capabilities that are central to the strategic theory of the firm.
The social structure of free and open source software development
(2005)

Metaphors, such as the Cathedral and Bazaar, used to describe the organization of FLOSS projects typically place them in sharp contrast to proprietary development by emphasizing FLOSS’s distinctive social and communications structures. But what do we really know about the communication patterns of FLOSS projects? How generalizable are the projects that have been studied? Is there consistency across FLOSS projects? Questioning the assumption of distinctiveness is important because practitioner-advocates from within the FLOSS community rely on features of social structure to describe and account for some of the advantages of FLOSS production. To address this question, we examined 120 project teams from SourceForge, representing a wide range of FLOSS project types, for their communications centralization as revealed in the interactions in the bug tracking system. We found that FLOSS development teams vary widely in their communications centralization, from projects completely centered on one developer to projects that are highly decentralized and exhibit a distributed pattern of conversation between developers and active users. We suggest, therefore, that it is wrong to assume that FLOSS projects are distinguished by a particular social structure merely because they are FLOSS. Our findings suggest that FLOSS projects might have to work hard to achieve the expected development advantages which have been assumed to flow from “going open.” In addition, the variation in communications structure across projects means that communications centralization is useful for comparisons between FLOSS teams. We
The Cathedral and the Bazaar
(1998)

Permission is granted to copy, distribute and/or modify this document under the terms of the Open Publication License, version 2.0. $Date: 2002/08/02 09:02:14 $ Revision History Revision 1.57 11 September 2000 esr New major section “How Many Eyeballs Tame Complexity”. Revision 1.52 28 August 2000 esr MATLAB is a reinforcing parallel to Emacs. Corbatoó & Vyssotsky got it in 1965. Revision 1.51 24 August 2000 esr First DocBook version. Minor updates to Fall 2000 on the time-sensitive material. Revision 1.49 5 May 2000 esr Added the HBS note on deadlines and scheduling. Revision 1.51 31 August 1999 esr This the version that O’Reilly printed in the first edition of the book. Revision 1.45 8 August 1999 esr Added the endnotes on the Snafu Principle, (pre)historical examples of bazaar development, and originality in the bazaar. Revision 1.44 29 July 1999 esr Added the “On Management and the Maginot Line” section, some insights about the usefulness of bazaars for exploring design space, and substantially improved the Epilog. Revision 1.40 20 Nov 1998 esr Added a correction of Brooks based on the Halloween Documents. Revision 1.39 28 July 1998 esr I removed Paul Eggert’s ’graph on GPL vs. bazaar in response to cogent aguments from RMS on Revision 1.31 February 1
Social translucence: an approach to designing systems that support social processes
(2000)

We are interested in desiging systems that support communication and collaboration among large groups of people over computing networks. We begin by asking what properties of the physical world support graceful human-human communication in face-to-face situations, and argue that it is possible to design digital systems that support coherent behavior by making participants and their activites visible to one another. We call such systems “socially translucent systems” and suggest that they have three characteristics—visbility, awareness, and accountability—which enable people to draw upon their experience and expertise to structure their interactions with one another. To motivate and focus our ideas we develop a vision of knowledge communities, conversationally based systems that support the creation, management and reuse of knowledge in a social context. We describe our experience in designing and deploying one layer of functionality for knowledge communities, embodied in a working system called “Barbie” and discuss research issues raised by a socially translucent approach to design.
Cave or Community? An Empirical Examination of 100 Mature Open Source Projects
(2002)

Starting with Eric Raymond’s groundbreaking work, The Cathedral and the Bazaar, open-source software (OSS) has commonly been regarded as work produced by a community of developers. Yet, given the nature of software programs, one also hears of developers with no lives that work very hard to achieve great product results. In this paper, I sought empirical evidence that would help us understand which is more commonthe cave (i.e., lone producer) or the community. Based on a study of the top 100 mature products on Sourceforge, I find a few surprising things. First, most OSS programs are developed by individuals, rather than communities. The median number of developers in the 100 projects I looked at was 4 and the mode was 1numbers much lower than previous ones reported for highly successful projects! Second, most OSS programs do not generate a lot of discussion. Third, products with more developers tend to be viewed and downloaded more often. Fourth, the number of developers associated with a project is unrelated to the age of the project. Fifth, the larger the project, the smaller the percent of project administrators.
Case Reports of Adipose-derived Stem Cell Therapy for Nasal Skin Necrosis after Filler Injection
(2012)

With the gradual increase of cases using fillers, cases of patients treated by non-medical professionals or inexperienced physicians resulting in complications are also increasing. We herein report 2 patients who experienced acute complications after receiving filler injections and were successfully treated with adipose-derived stem cell (ADSCs) therapy. Case 1 was a 23-year-old female patient who received a filler (Restylane) injection in her forehead, glabella, and nose by a non-medical professional. The day after her injection, inflammation was observed with a 3×3 cm skin necrosis. Case 2 was a 30-year-old woman who received a filler injection of hyaluronic acid gel (Juvederm) on her nasal dorsum and tip at a private clinic. She developed erythema and swelling in the filler-injected area A solution containing ADSCs harvested from each patient's abdominal subcutaneous tissue was injected into the lesion at the subcutaneous and dermis levels. The wounds healed without additional treatment. With continuous follow-up, both patients experienced only fine linear scars 6 months postoperatively. By using adipose-derived stem cells, we successfully treated the acute complications of skin necrosis after the filler injection, resulting in much less scarring, and more satisfactory results were achieved not only in wound healing, but also in esthetics.
Peer support services for individuals with serious mental illnesses: assessing the evidence.
(2014)

OBJECTIVE
This review assessed the level of evidence and effectiveness of peer support services delivered by individuals in recovery to those with serious mental illnesses or co-occurring mental and substance use disorders.


METHODS
Authors searched PubMed, PsycINFO, Applied Social Sciences Index and Abstracts, Sociological Abstracts, Social Services Abstracts, Published International Literature on Traumatic Stress, the Educational Resources Information Center, and the Cumulative Index to Nursing and Allied Health Literature for outcome studies of peer support services from 1995 through 2012. They found 20 studies across three service types: peers added to traditional services, peers in existing clinical roles, and peers delivering structured curricula. Authors judged the methodological quality of the studies using three levels of evidence (high, moderate, and low). They also described the evidence of service effectiveness.


RESULTS
The level of evidence for each type of peer support service was moderate. Many studies had methodological shortcomings, and outcome measures varied. The effectiveness varied by service type. Across the range of methodological rigor, a majority of studies of two service types--peers added and peers delivering curricula--showed some improvement favoring peers. Compared with professional staff, peers were better able to reduce inpatient use and improve a range of recovery outcomes, although one study found a negative impact. Effectiveness of peers in existing clinical roles was mixed.


CONCLUSIONS
Peer support services have demonstrated many notable outcomes. However, studies that better differentiate the contributions of the peer role and are conducted with greater specificity, consistency, and rigor would strengthen the evidence.
Formal Theory of Creativity, Fun, and Intrinsic Motivation (1990–2010)
(2010)

The simple, but general formal theory of fun and intrinsic motivation and creativity (1990-2010) is based on the concept of maximizing intrinsic reward for the active creation or discovery of novel, surprising patterns allowing for improved prediction or data compression. It generalizes the traditional field of active learning, and is related to old, but less formal ideas in aesthetics theory and developmental psychology. It has been argued that the theory explains many essential aspects of intelligence including autonomous development, science, art, music, and humor. This overview first describes theoretically optimal (but not necessarily practical) ways of implementing the basic computational principles on exploratory, intrinsically motivated agents or robots, encouraging them to provoke event sequences exhibiting previously unknown, but learnable algorithmic regularities. Emphasis is put on the importance of limited computational resources for online prediction and compression. Discrete and continuous time formulations are given. Previous practical, but nonoptimal implementations (1991, 1995, and 1997-2002) are reviewed, as well as several recent variants by others (2005-2010). A simplified typology addresses current confusion concerning the precise nature of intrinsic motivation.
Deep neural network for manufacturing quality prediction
(2017)

Expected product quality is affected by multi-parameter in complex manufacturing processes. Product quality prediction can offer the possibility of designing better system parameters at the early production stage. Many existing approaches fail at providing favorable results duo to shallow architecture in prediction model that can not learn multi-parameter's features insufficiently. To address this issue, a deep neural network (DNN), consisting of a deep belief network (DBN) in the bottom and a regression layer on the top, is proposed in this paper. The DBN uses a greedy algorithm for unsupervised feature learning. It could learn effective features for manufacturing quality prediction in an unsupervised pattern which has been proven to be effective for many fields. Then the learned features are inputted into the regression tool, and the quality predictions are obtained. One type of manufacturing system with multi-parameter is investigated by the proposed DNN model. The experiments show that the DNN has good performance of the deep architecture, and overwhelms the peer shallow models. It is recommended from this study that the deep learning technique is more promising in manufacturing quality prediction.
A linguistic ontology of space for natural language processing
(2010)

a r t i c l e i n f o a b s t r a c t We present a detailed semantics for linguistic spatial expressions supportive of computational processing that draws substantially on the principles and tools of ontological engineering and formal ontology. We cover language concerned with space, actions in space and spatial relationships and develop an ontological organization that relates such expressions to general classes of fixed semantic import. The result is given as an extension of a linguistic ontology, the Generalized Upper Model, an organization which has been used for over a decade in natural language processing applications. We describe the general nature and features of this ontology and show how we have extended it for working particularly with space. Treaitng the semantics of natural language expressions concerning space in this way offers a substantial simplification of the general problem of relating natural spatial language to its contextualized interpretation. Example specifications based on natural language examples are presented, as well as an evaluation of the ontology's coverage, consistency, predictive power, and applicability.
A Survey of Intrusion Detection Systems for Mobile Ad Hoc Networks
(2014)

Tactical Mobile Ad-hoc Networks (MANETs) are widely deployed in military organizations that have critical needs of communication even with the absence of fixed infrastructure. The lack of communication infrastructure and dynamic topology makes MANETs vulnerable to a wide range attacks. Tactical military operations are among the prime users of ad-hoc networks. The military holds higher standards of security requirements and thus require special intrusion detection applications. Conventional Intrusion Detection System (IDS) require central control and monitoring entities and thus cannot be applied to MANETs. Solutions to secure these networks are based on distributed and cooperative security. This paper presents a survey of IDS specifically for MANETs and also highlights the strengths and weakness of each model. We present a unique evaluation matrix for measuring the effectiveness of IDS for MANETs in an emergency response scenario.